+// ----------------------------------------------------------------------------
+// constants
+// ----------------------------------------------------------------------------
+
+static const int wxPRINT_WINDOWS = 1;
+static const int wxPRINT_POSTSCRIPT = 2;
+
+// ----------------------------------------------------------------------------
+// the common part of wxApp implementations for all platforms
+// ----------------------------------------------------------------------------
+
+class WXDLLEXPORT wxAppBase : public wxEvtHandler
+{
+public:
+ wxAppBase();
+
+ // the virtual functions which may/must be overridden in the derived class
+ // -----------------------------------------------------------------------
+#ifdef __WXMAC_X__
+ virtual ~wxAppBase() {} // Added min for Mac X
+#endif
+ // called during the program initialization, returning FALSE from here
+ // prevents the program from continuing - it's a good place to create
+ // the top level program window and return TRUE.
+ //
+ // Override: always in GUI application, rarely in console ones.
+#if wxUSE_GUI
+ virtual bool OnInit() { return FALSE; };
+#else // !GUI
+ virtual bool OnInit() { return TRUE; };
+#endif // wxUSE_GUI
+
+#if wxUSE_GUI
+ // a platform-dependent version of OnInit(): the code here is likely to
+ // depend on the toolkit. default version does nothing.
+ //
+ // Override: rarely.
+ virtual bool OnInitGui();
+#endif // wxUSE_GUI
+
+ // called to start program execution - the default version just enters
+ // the main GUI loop in which events are received and processed until
+ // the last window is not deleted (if GetExitOnFrameDelete) or
+ // ExitMainLoop() is called. In console mode programs, the execution
+ // of the program really starts here
+ //
+ // Override: rarely in GUI applications, always in console ones.
+#if wxUSE_GUI
+ virtual int OnRun() { return MainLoop(); };
+#else // !GUI
+ virtual int OnRun() = 0;
+#endif // wxUSE_GUI
+
+ // called after the main loop termination. This is a good place for
+ // cleaning up (it may be too late in dtor) and is also useful if you
+ // want to return some non-default exit code - this is just the return
+ // value of this method.
+ //
+ // Override: often.
+ virtual int OnExit();
+
+ // called when a fatal exception occurs, this function should take care
+ // not to do anything which might provoke a nested exception! It may be
+ // overridden if you wish to react somehow in non-default way (core
+ // dump under Unix, application crash under Windows) to fatal program
+ // errors, however extreme care should be taken if you don't want this
+ // function to crash.
+ //
+ // Override: rarely.
+ virtual void OnFatalException() { }
+
+ // the worker functions - usually not used directly by the user code
+ // -----------------------------------------------------------------
+
+#if wxUSE_GUI
+ // execute the main GUI loop, the function returns when the loop ends
+ virtual int MainLoop() = 0;
+
+ // exit the main GUI loop during the next iteration (i.e. it does not
+ // stop the program immediately!)
+ virtual void ExitMainLoop() = 0;
+
+ // returns TRUE if the program is initialized
+ virtual bool Initialized() = 0;
+
+ // returns TRUE if there are unprocessed events in the event queue
+ virtual bool Pending() = 0;
+
+ // process the first event in the event queue (blocks until an event
+ // apperas if there are none currently)
+ virtual void Dispatch() = 0;
+#endif // wxUSE_GUI
+
+ // application info: name, description, vendor
+ // -------------------------------------------
+
+ // NB: all these should be set by the application itself, there are no
+ // reasonable default except for the application name which is taken to
+ // be argv[0]
+
+ // set/get the application name
+ wxString GetAppName() const
+ {
+ if ( !m_appName )
+ return m_className;
+ else
+ return m_appName;
+ }
+ void SetAppName(const wxString& name) { m_appName = name; }
+
+ // set/get the app class name
+ wxString GetClassName() const { return m_className; }
+ void SetClassName(const wxString& name) { m_className = name; }
+
+ // set/get the vendor name
+ const wxString& GetVendorName() const { return m_vendorName; }
+ void SetVendorName(const wxString& name) { m_vendorName = name; }
+
+#if wxUSE_GUI
+ // top level window functions
+ // --------------------------
+
+ // return TRUE if our app has focus
+ virtual bool IsActive() const { return m_isActive; }
+
+ // set the "main" top level window
+ void SetTopWindow(wxWindow *win) { m_topWindow = win; }
+
+ // return the "main" top level window (if it hadn't been set previously
+ // with SetTopWindow(), will return just some top level window and, if
+ // there are none, will return NULL)
+ virtual wxWindow *GetTopWindow() const
+ {
+ if (m_topWindow)
+ return m_topWindow;
+ else if (wxTopLevelWindows.GetCount() > 0)
+ return wxTopLevelWindows.GetFirst()->GetData();
+ else
+ return (wxWindow *)NULL;
+ }
+
+ // control the exit behaviour: by default, the program will exit the
+ // main loop (and so, usually, terminate) when the last top-level
+ // program window is deleted. Beware that if you disabel this (with
+ // SetExitOnFrameDelete(FALSE)), you'll have to call ExitMainLoop()
+ // explicitly from somewhere.
+ void SetExitOnFrameDelete(bool flag) { m_exitOnFrameDelete = flag; }
+ bool GetExitOnFrameDelete() const { return m_exitOnFrameDelete; }
+
+#endif // wxUSE_GUI
+
+ // miscellaneous customization functions
+ // -------------------------------------
+
+#if wxUSE_LOG
+ // override this function to create default log target of arbitrary
+ // user-defined class (default implementation creates a wxLogGui
+ // object) - this log object is used by default by all wxLogXXX()
+ // functions.
+ virtual wxLog *CreateLogTarget()
+ #if wxUSE_GUI && wxUSE_LOGGUI
+ { return new wxLogGui; }
+ #else // !GUI
+ { return new wxLogStderr; }
+ #endif // wxUSE_GUI
+#endif // wxUSE_LOG
+
+#if wxUSE_GUI
+ // get the standard icon used by wxWin dialogs - this allows the user
+ // to customize the standard dialogs. The 'which' parameter is one of
+ // wxICON_XXX values
+ virtual wxIcon GetStdIcon(int which) const = 0;
+
+ // VZ: what does this do exactly?
+ void SetWantDebugOutput( bool flag ) { m_wantDebugOutput = flag; }
+ bool GetWantDebugOutput() const { return m_wantDebugOutput; }
+
+ // set use of best visual flag (see below)
+ void SetUseBestVisual( bool flag ) { m_useBestVisual = flag; }
+ bool GetUseBestVisual() const { return m_useBestVisual; }
+
+ // set/get printing mode: see wxPRINT_XXX constants.
+ //
+ // default behaviour is the normal one for Unix: always use PostScript
+ // printing.
+ virtual void SetPrintMode(int WXUNUSED(mode)) { }
+ int GetPrintMode() const { return wxPRINT_POSTSCRIPT; }
+
+ // called by toolkit-specific code to set the app status: active (we have
+ // focus) or not and also the last window which had focus before we were
+ // deactivated
+ virtual void SetActive(bool isActive, wxWindow *lastFocus);
+#endif // wxUSE_GUI
+
+ // implementation only from now on
+ // -------------------------------
+
+ // helpers for dynamic wxApp construction
+ static void SetInitializerFunction(wxAppInitializerFunction fn)
+ { m_appInitFn = fn; }
+ static wxAppInitializerFunction GetInitializerFunction()
+ { return m_appInitFn; }
+
+ // process all events in the wxPendingEvents list
+ virtual void ProcessPendingEvents();
+
+ // access to the command line arguments
+ int argc;
+ wxChar **argv;
+
+protected:
+ // function used for dynamic wxApp creation
+ static wxAppInitializerFunction m_appInitFn;
+
+ // application info (must be set from the user code)
+ wxString m_vendorName, // vendor name (ACME Inc)
+ m_appName, // app name
+ m_className; // class name
+
+ // TRUE if the application wants to get debug output
+ bool m_wantDebugOutput;
+
+#if wxUSE_GUI
+ // the main top level window - may be NULL
+ wxWindow *m_topWindow;
+
+ // if TRUE, exit the main loop when the last top level window is deleted
+ bool m_exitOnFrameDelete;
+
+ // TRUE if the apps whats to use the best visual on systems where
+ // more than one are available (Sun, SGI, XFree86 4.0 ?)
+ bool m_useBestVisual;
+
+ // does any of our windows has focus?
+ bool m_isActive;
+#endif // wxUSE_GUI
+};
+
+// ----------------------------------------------------------------------------
+// now include the declaration of the real class
+// ----------------------------------------------------------------------------
+
+#if wxUSE_GUI
+ #if defined(__WXMSW__)
+ #include "wx/msw/app.h"
+ #elif defined(__WXMOTIF__)
+ #include "wx/motif/app.h"
+ #elif defined(__WXMGL__)
+ #include "wx/mgl/app.h"
+ #elif defined(__WXQT__)
+ #include "wx/qt/app.h"
+ #elif defined(__WXGTK__)
+ #include "wx/gtk/app.h"
+ #elif defined(__WXMAC__)
+ #include "wx/mac/app.h"
+ #elif defined(__WXPM__)
+ #include "wx/os2/app.h"
+ #elif defined(__WXSTUBS__)
+ #include "wx/stubs/app.h"
+ #endif
+#else // !GUI
+ // can't use typedef because wxApp forward declared as a class
+ class WXDLLEXPORT wxApp : public wxAppBase
+ {
+ };
+#endif // GUI/!GUI
+
+// ----------------------------------------------------------------------------
+// the global data
+// ----------------------------------------------------------------------------
+
+// the one and only application object - use of wxTheApp in application code
+// is discouraged, consider using DECLARE_APP() after which you may call
+// wxGetApp() which will return the object of the correct type (i.e. MyApp and
+// not wxApp)
+WXDLLEXPORT_DATA(extern wxApp*) wxTheApp;
+
+// ----------------------------------------------------------------------------
+// global functions
+// ----------------------------------------------------------------------------
+
+// event loop related functions only work in GUI programs
+// ------------------------------------------------------
+
+// Force an exit from main loop
+extern void WXDLLEXPORT wxExit();
+
+// Yield to other apps/messages
+extern bool WXDLLEXPORT wxYield();
+
+// Yield to other apps/messages
+extern void WXDLLEXPORT wxWakeUpIdle();
+
+// Post a message to the given eventhandler which will be processed during the
+// next event loop iteration
+inline void wxPostEvent(wxEvtHandler *dest, wxEvent& event)
+{
+ wxCHECK_RET( dest, wxT("need an object to post event to in wxPostEvent") );
+
+#if wxUSE_GUI
+ dest->AddPendingEvent(event);
+#else
+ dest->ProcessEvent(event);
+#endif // wxUSE_GUI
+}
+
+// console applications may avoid using DECLARE_APP and IMPLEMENT_APP macros
+// and call these functions instead at the program startup and termination
+// -------------------------------------------------------------------------
+
+#if !wxUSE_GUI
+
+// initialize the library (may be called as many times as needed, but each
+// call to wxInitialize() must be matched by wxUninitialize())
+extern bool WXDLLEXPORT wxInitialize();
+
+// clean up - the library can't be used any more after the last call to
+// wxUninitialize()
+extern void WXDLLEXPORT wxUninitialize();
+
+// create an object of this class on stack to initialize/cleanup thel ibrary
+// automatically
+class WXDLLEXPORT wxInitializer
+{
+public:
+ // initialize the library
+ wxInitializer() { m_ok = wxInitialize(); }
+
+ // has the initialization been successful? (explicit test)
+ bool IsOk() const { return m_ok; }
+
+ // has the initialization been successful? (implicit test)
+ operator bool() const { return m_ok; }
+
+ // dtor only does clean up if we initialized the library properly
+ ~wxInitializer() { if ( m_ok ) wxUninitialize(); }
+
+private:
+ bool m_ok;
+};
+
+#endif // !wxUSE_GUI
+
+// ----------------------------------------------------------------------------
+// macros for dynamic creation of the application object
+// ----------------------------------------------------------------------------
+
+// Having a global instance of this class allows wxApp to be aware of the app
+// creator function. wxApp can then call this function to create a new app
+// object. Convoluted, but necessary.